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Everything posted by Steenamaroo
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I think oxide's output is truncated which will confuse matters. Using PermissionsManager is probably a better way of assessing what groups exist and what groups don't. For PlayerRanks a group should exist for every category that's enabled and doesn't have "" (blank) for the title. Certainly the code is there to remove all players from x group before adding the new title holder to it. Maybe some errors has been happening, stopping that code? Although, saying that, the emptying of the group happens first so if there was some error then the new player wouldn't be added. Not sure what's going on, to be honest, and kind of difficult to test with only myself. You *could* set DestroyGroupsOnUnload to true, and EnablePlayerTitles to false then reload PlayerRanks, and that would delete every PlayerRanks group then not create them again. That would give you a chance to look at PermissionsManager and see if there are old groups with similar names through some previous error or something?
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You're right - CustomLoot doesn't create the crate, or the marker, but recent changes in Rust code mean that the vanilla marker gets destroyed if anything is moved into, or out of, the crate. I've written a workaround for that which I'll drop here for testing asap, although my rust computer's not likely to be up today. Maybe tonight...if not tomorrow.
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Two years, almost to the day! Hard to believe. I appreciate the support. It was a bit of a polarising thing and my handling didn't help. I understood and accepted both sides then, and I do now. The amount of feedback, suggestions, and offers to test over these two years has been fantastic and BotReSpawn has only benefitted from that!
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That's correct ^. The normal monument and custom profiles are capped - There can only ever be X npcs, but event profiles aren't capped so if you have hundreds of airdrops, you'll get 100X npcs. For that reason I built in a suicide timer to ensure that npcs spawned by event profiles get killed off after a reasonable period of time. As @Malkizidsaid, just make sure Suicide Timer is turned up to some reasonable number of minutes.
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HI @Papa Bear Glad to hear you're having fun customising your npcs, between NPCKits and BotReSpawn. If you're placing a custom spawnpoint up in that tower the npc should spawn exactly where you placed it, as long as there's navmesh up there. You can check to confirm by using the check navmesh button in the BotReSpawn UI, when you're placing/moving spawnpoints. If there's no navmesh then you'd have to set the profile for that npc to Stationary : true in order to force him to spawn there. The tradeoff is that if Stationary : true is required the npc won't be able to navigate around. It'll just stay in that exact spot.
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Hi, To ensure that the npcs drop vanilla loot you'd need to make sure that Allow_Rust_Loot_Percent is 100, and Rust_Loot_Source is "Default NPC". To prevent contents of the main container of the kit being lootable from the npc's corpse you'd set Wipe_Main_Percent to 100. You can, alternatively, just remove the unwanted items from the kit. These options are all per-profile and can be found in the UI for any profile under the 'Death' tab.
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@william longThere isn't really a default, with reference to vanilla, as there's multiple different npc types within vanilla Rust, all with different behaviours, weapons, clothing etc. BotReSpawn doesn't spawn a vanilla junkpile guy, or heavy scientist, or whatever - Its AI and specs differ from the vanilla npcs and there are behaviour customisations and various difference. The default settings provided for things like health and aggro/deaggro are just a sort of middle ground, just trying to avoid making any particular setting extreme.
